420 Commits over 337 Days - 0.05cph!
Fix some worldmodel prefabs that got saved as disabled, was causing ballista projectiles to be invisible
Fix ghostship d still spawning 100% of the crates when the deep sea opens
Apply the door fix to the unused boat door
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merge from collider_cleanup_feb_26
Fix GroundWatch not working for large battery, splitter, volcano fireworks (recent regressions) and fishtrap (old issue)
New deployable test for the root cause, there has to be at least one collider on a layer visible to GroundWatch, otherwise it never gets notified
merge from ambient_light_fix
merge from collider_cleanup_feb_26
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merge from collider_cleanup_feb_26
Small pass over deployables recently converted to convex colliders
Slightly more accurate, fix some missing materials
Touched large battery, reactive target, water barrel, water purifier
Fix scaled netting collider on the bbs
Fix various collider issues for things placeable on boats, resolve stringpool warning spam, incorrect materials, offset or redundant colliders etc.
Things touched are telephone, spotlights, splitter, single weapon racks, confetticannon, volcano fireworks, torch holder
Manifest
Re-initialize stringpool for the deployable tests as part of the setup
Fix more local / world space fun
merge from searchlight_worlddirection_fix
Deployable test checking that if placeable on boats, all collider names are in StringPool
Finds 10 cases to fix
merge from searchlight_worlddirection_fix
Fix searchlight not working correctly on boats
merge from redirect_snapping
Deployables can now snap to redirects of itself
All the component boxes now snap to each other
merge from hackweek_fill_containers_rand
Massively refactor and streamline the filling logic to avoid a bunch of duplication
In addition to `fillinventory` there's now use `fillcontainer` and `fillcontainer_radius` to fill containers with random items
Works with storage containers and container io entities, prints out the ones filled, and warns if a container couldn't accept some of the items
Fix bbs not setting owner id correctly with deploy & edit
merge from hackweek_more_tests
Fix 18 more deployables clipping with construction
Add whitelist to exclude some from the test
Deployable test for missing guide mesh
merge from hackweek_more_tests
Handle multiple groundwatch components in the groundwatch test
crypt building skin works with upgrade_radius and related commands
big merge from main
autoresolve conflicts in roof.prefab and roof.triangle.prefab
Further progress on the deploy volume tests, fix a bug which finds 20 more cases
New deployable test to check things can't be placed clipping inside construction / boat construction
Finds almost 100 cases
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merge from hackweek_more_tests
Redirect fixes
- paintable reactive target category Misc -> Electrical
- twitch rivals desk stack size 5 -> 1 and enable maintainMaxCondition
- legacy wall and adobe gate had old ingredients and were recycling slightly wrong
- innertube skins had missing ingredients and couldn't be recycled at all
- enable allowBurying x4
- disable allowBurying x1
Tests now all green
Rework redirect tests, integrate most into TestItemDefinition
Add descriptions, tweak assert messages
Add a bunch more, testing for various differences of redirect <-> base item
Finds 13 to fix